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blender-archive/source/blender/draw/engines/eevee/eevee_screen_raytrace.c
Clément Foucault 7dd0be9554 EEVEE: Replace octahedron reflection probe by cubemap array
We implement cubemap array support for EEVEE's lightcache reflection probes.
This removes stretched texels and bottom hemisphere seams artifacts caused
by the octahedral projection previously used.

This introduce versioning code for the lightcache which will discard any
lightcache version that is not compatible.

Differential Revision: https://developer.blender.org/D7066
2020-03-11 17:12:16 +01:00

387 lines
15 KiB
C

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Copyright 2016, Blender Foundation.
*/
/** \file
* \ingroup draw_engine
*
* Screen space reflections and refractions techniques.
*/
#include "DRW_render.h"
#include "BLI_dynstr.h"
#include "BLI_string_utils.h"
#include "DEG_depsgraph_query.h"
#include "eevee_private.h"
#include "GPU_texture.h"
/* SSR shader variations */
enum {
SSR_RESOLVE = (1 << 0),
SSR_FULL_TRACE = (1 << 1),
SSR_AO = (1 << 3),
SSR_MAX_SHADER = (1 << 4),
};
static struct {
/* Screen Space Reflection */
struct GPUShader *ssr_sh[SSR_MAX_SHADER];
/* These are just references, not actually allocated */
struct GPUTexture *depth_src;
} e_data = {{NULL}}; /* Engine data */
extern char datatoc_ambient_occlusion_lib_glsl[];
extern char datatoc_common_view_lib_glsl[];
extern char datatoc_common_uniforms_lib_glsl[];
extern char datatoc_bsdf_common_lib_glsl[];
extern char datatoc_bsdf_sampling_lib_glsl[];
extern char datatoc_octahedron_lib_glsl[];
extern char datatoc_cubemap_lib_glsl[];
extern char datatoc_effect_ssr_frag_glsl[];
extern char datatoc_lightprobe_lib_glsl[];
extern char datatoc_raytrace_lib_glsl[];
static struct GPUShader *eevee_effects_screen_raytrace_shader_get(int options)
{
if (e_data.ssr_sh[options] == NULL) {
char *ssr_shader_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
datatoc_common_uniforms_lib_glsl,
datatoc_bsdf_common_lib_glsl,
datatoc_bsdf_sampling_lib_glsl,
datatoc_ambient_occlusion_lib_glsl,
datatoc_octahedron_lib_glsl,
datatoc_cubemap_lib_glsl,
datatoc_lightprobe_lib_glsl,
datatoc_raytrace_lib_glsl,
datatoc_effect_ssr_frag_glsl);
DynStr *ds_defines = BLI_dynstr_new();
BLI_dynstr_append(ds_defines, SHADER_DEFINES);
if (options & SSR_RESOLVE) {
BLI_dynstr_append(ds_defines, "#define STEP_RESOLVE\n");
}
else {
BLI_dynstr_append(ds_defines, "#define STEP_RAYTRACE\n");
BLI_dynstr_append(ds_defines, "#define PLANAR_PROBE_RAYTRACE\n");
}
if (options & SSR_FULL_TRACE) {
BLI_dynstr_append(ds_defines, "#define FULLRES\n");
}
if (options & SSR_AO) {
BLI_dynstr_append(ds_defines, "#define SSR_AO\n");
}
char *ssr_define_str = BLI_dynstr_get_cstring(ds_defines);
BLI_dynstr_free(ds_defines);
e_data.ssr_sh[options] = DRW_shader_create_fullscreen(ssr_shader_str, ssr_define_str);
MEM_freeN(ssr_shader_str);
MEM_freeN(ssr_define_str);
}
return e_data.ssr_sh[options];
}
int EEVEE_screen_raytrace_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_CommonUniformBuffer *common_data = &sldata->common_data;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_EffectsInfo *effects = stl->effects;
const float *viewport_size = DRW_viewport_size_get();
const DRWContextState *draw_ctx = DRW_context_state_get();
const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
/* Compute pixel size, (shared with contact shadows) */
copy_v2_v2(common_data->ssr_pixelsize, viewport_size);
invert_v2(common_data->ssr_pixelsize);
if (scene_eval->eevee.flag & SCE_EEVEE_SSR_ENABLED) {
const bool use_refraction = (scene_eval->eevee.flag & SCE_EEVEE_SSR_REFRACTION) != 0;
if (use_refraction) {
/* TODO: Opti: Could be shared. */
DRW_texture_ensure_fullscreen_2d(
&txl->refract_color, GPU_R11F_G11F_B10F, DRW_TEX_FILTER | DRW_TEX_MIPMAP);
GPU_framebuffer_ensure_config(
&fbl->refract_fb, {GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->refract_color)});
}
const bool is_persp = DRW_view_is_persp_get(NULL);
if (effects->ssr_was_persp != is_persp) {
effects->ssr_was_persp = is_persp;
DRW_viewport_request_redraw();
EEVEE_temporal_sampling_reset(vedata);
stl->g_data->valid_double_buffer = false;
}
if (!effects->ssr_was_valid_double_buffer) {
DRW_viewport_request_redraw();
EEVEE_temporal_sampling_reset(vedata);
}
effects->ssr_was_valid_double_buffer = stl->g_data->valid_double_buffer;
effects->reflection_trace_full = (scene_eval->eevee.flag & SCE_EEVEE_SSR_HALF_RESOLUTION) == 0;
common_data->ssr_thickness = scene_eval->eevee.ssr_thickness;
common_data->ssr_border_fac = scene_eval->eevee.ssr_border_fade;
common_data->ssr_firefly_fac = scene_eval->eevee.ssr_firefly_fac;
common_data->ssr_max_roughness = scene_eval->eevee.ssr_max_roughness;
common_data->ssr_quality = 1.0f - 0.95f * scene_eval->eevee.ssr_quality;
common_data->ssr_brdf_bias = 0.1f + common_data->ssr_quality * 0.6f; /* Range [0.1, 0.7]. */
if (common_data->ssr_firefly_fac < 1e-8f) {
common_data->ssr_firefly_fac = FLT_MAX;
}
const int divisor = (effects->reflection_trace_full) ? 1 : 2;
int tracing_res[2] = {(int)viewport_size[0] / divisor, (int)viewport_size[1] / divisor};
int size_fs[2] = {(int)viewport_size[0], (int)viewport_size[1]};
const bool high_qual_input = true; /* TODO dither low quality input */
const eGPUTextureFormat format = (high_qual_input) ? GPU_RGBA16F : GPU_RGBA8;
tracing_res[0] = max_ii(1, tracing_res[0]);
tracing_res[1] = max_ii(1, tracing_res[1]);
/* MRT for the shading pass in order to output needed data for the SSR pass. */
effects->ssr_specrough_input = DRW_texture_pool_query_2d(
size_fs[0], size_fs[1], format, &draw_engine_eevee_type);
GPU_framebuffer_texture_attach(fbl->main_fb, effects->ssr_specrough_input, 2, 0);
/* Raytracing output */
effects->ssr_hit_output = DRW_texture_pool_query_2d(
tracing_res[0], tracing_res[1], GPU_RG16I, &draw_engine_eevee_type);
effects->ssr_pdf_output = DRW_texture_pool_query_2d(
tracing_res[0], tracing_res[1], GPU_R16F, &draw_engine_eevee_type);
GPU_framebuffer_ensure_config(&fbl->screen_tracing_fb,
{GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(effects->ssr_hit_output),
GPU_ATTACHMENT_TEXTURE(effects->ssr_pdf_output)});
/* Enable double buffering to be able to read previous frame color */
return EFFECT_SSR | EFFECT_NORMAL_BUFFER | EFFECT_DOUBLE_BUFFER |
((use_refraction) ? EFFECT_REFRACT : 0);
}
/* Cleanup to release memory */
GPU_FRAMEBUFFER_FREE_SAFE(fbl->screen_tracing_fb);
effects->ssr_specrough_input = NULL;
effects->ssr_hit_output = NULL;
effects->ssr_pdf_output = NULL;
return 0;
}
void EEVEE_screen_raytrace_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_EffectsInfo *effects = stl->effects;
LightCache *lcache = stl->g_data->light_cache;
struct GPUBatch *quad = DRW_cache_fullscreen_quad_get();
if ((effects->enabled_effects & EFFECT_SSR) != 0) {
int options = (effects->reflection_trace_full) ? SSR_FULL_TRACE : 0;
options |= ((effects->enabled_effects & EFFECT_GTAO) != 0) ? SSR_AO : 0;
struct GPUShader *trace_shader = eevee_effects_screen_raytrace_shader_get(options);
struct GPUShader *resolve_shader = eevee_effects_screen_raytrace_shader_get(SSR_RESOLVE |
options);
/** Screen space raytracing overview
*
* Following Frostbite stochastic SSR.
*
* - First pass Trace rays across the depth buffer. The hit position and pdf are
* recorded in a RGBA16F render target for each ray (sample).
*
* - We down-sample the previous frame color buffer.
*
* - For each final pixel, we gather neighbors rays and choose a color buffer
* mipmap for each ray using its pdf. (filtered importance sampling)
* We then evaluate the lighting from the probes and mix the results together.
*/
DRW_PASS_CREATE(psl->ssr_raytrace, DRW_STATE_WRITE_COLOR);
DRWShadingGroup *grp = DRW_shgroup_create(trace_shader, psl->ssr_raytrace);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_uniform_texture_ref(grp, "normalBuffer", &effects->ssr_normal_input);
DRW_shgroup_uniform_texture_ref(grp, "specroughBuffer", &effects->ssr_specrough_input);
DRW_shgroup_uniform_texture_ref(grp, "maxzBuffer", &txl->maxzbuffer);
DRW_shgroup_uniform_texture_ref(grp, "planarDepth", &vedata->txl->planar_depth);
DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
DRW_shgroup_uniform_block(
grp, "renderpass_block", EEVEE_material_default_render_pass_ubo_get(sldata));
if (!effects->reflection_trace_full) {
DRW_shgroup_uniform_ivec2(grp, "halfresOffset", effects->ssr_halfres_ofs, 1);
}
DRW_shgroup_call(grp, quad, NULL);
DRW_PASS_CREATE(psl->ssr_resolve, DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ADD);
grp = DRW_shgroup_create(resolve_shader, psl->ssr_resolve);
DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_uniform_texture_ref(grp, "normalBuffer", &effects->ssr_normal_input);
DRW_shgroup_uniform_texture_ref(grp, "specroughBuffer", &effects->ssr_specrough_input);
DRW_shgroup_uniform_texture_ref(grp, "probeCubes", &lcache->cube_tx.tex);
DRW_shgroup_uniform_texture_ref(grp, "probePlanars", &vedata->txl->planar_pool);
DRW_shgroup_uniform_texture_ref(grp, "planarDepth", &vedata->txl->planar_depth);
DRW_shgroup_uniform_texture_ref(grp, "hitBuffer", &effects->ssr_hit_output);
DRW_shgroup_uniform_texture_ref(grp, "pdfBuffer", &effects->ssr_pdf_output);
DRW_shgroup_uniform_texture_ref(grp, "prevColorBuffer", &txl->color_double_buffer);
DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
DRW_shgroup_uniform_block(
grp, "renderpass_block", EEVEE_material_default_render_pass_ubo_get(sldata));
DRW_shgroup_uniform_int(grp, "neighborOffset", &effects->ssr_neighbor_ofs, 1);
if ((effects->enabled_effects & EFFECT_GTAO) != 0) {
DRW_shgroup_uniform_texture(grp, "utilTex", EEVEE_materials_get_util_tex());
DRW_shgroup_uniform_texture_ref(grp, "horizonBuffer", &effects->gtao_horizons);
}
DRW_shgroup_call(grp, quad, NULL);
}
}
void EEVEE_refraction_compute(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
{
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
if ((effects->enabled_effects & EFFECT_REFRACT) != 0) {
GPU_framebuffer_blit(fbl->main_fb, 0, fbl->refract_fb, 0, GPU_COLOR_BIT);
EEVEE_downsample_buffer(vedata, txl->refract_color, 9);
/* Restore */
GPU_framebuffer_bind(fbl->main_fb);
}
}
void EEVEE_reflection_compute(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_EffectsInfo *effects = stl->effects;
if (((effects->enabled_effects & EFFECT_SSR) != 0) && stl->g_data->valid_double_buffer) {
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
e_data.depth_src = dtxl->depth;
DRW_stats_group_start("SSR");
/* Raytrace. */
GPU_framebuffer_bind(fbl->screen_tracing_fb);
DRW_draw_pass(psl->ssr_raytrace);
EEVEE_downsample_buffer(vedata, txl->color_double_buffer, 9);
/* Resolve at fullres */
int sample = (DRW_state_is_image_render()) ? effects->taa_render_sample :
effects->taa_current_sample;
/* Doing a neighbor shift only after a few iteration.
* We wait for a prime number of cycles to avoid noise correlation.
* This reduces variance faster. */
effects->ssr_neighbor_ofs = ((sample / 5) % 8) * 4;
switch ((sample / 11) % 4) {
case 0:
effects->ssr_halfres_ofs[0] = 0;
effects->ssr_halfres_ofs[1] = 0;
break;
case 1:
effects->ssr_halfres_ofs[0] = 0;
effects->ssr_halfres_ofs[1] = 1;
break;
case 2:
effects->ssr_halfres_ofs[0] = 1;
effects->ssr_halfres_ofs[1] = 0;
break;
case 4:
effects->ssr_halfres_ofs[0] = 1;
effects->ssr_halfres_ofs[1] = 1;
break;
}
GPU_framebuffer_bind(fbl->main_color_fb);
DRW_draw_pass(psl->ssr_resolve);
/* Restore */
GPU_framebuffer_bind(fbl->main_fb);
DRW_stats_group_end();
}
}
void EEVEE_reflection_output_init(EEVEE_ViewLayerData *UNUSED(sldata),
EEVEE_Data *vedata,
uint tot_samples)
{
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_TextureList *txl = vedata->txl;
EEVEE_StorageList *stl = vedata->stl;
EEVEE_EffectsInfo *effects = stl->effects;
float clear[4] = {0.0f, 0.0f, 0.0f, 0.0f};
/* Create FrameBuffer. */
const eGPUTextureFormat texture_format = (tot_samples > 256) ? GPU_RGBA32F : GPU_RGBA16F;
DRW_texture_ensure_fullscreen_2d(&txl->ssr_accum, texture_format, 0);
GPU_framebuffer_ensure_config(&fbl->ssr_accum_fb,
{GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(txl->ssr_accum)});
/* Clear texture. */
if (DRW_state_is_image_render() || effects->taa_current_sample == 1) {
GPU_framebuffer_bind(fbl->ssr_accum_fb);
GPU_framebuffer_clear_color(fbl->ssr_accum_fb, clear);
}
}
void EEVEE_reflection_output_accumulate(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata)
{
EEVEE_FramebufferList *fbl = vedata->fbl;
EEVEE_PassList *psl = vedata->psl;
EEVEE_StorageList *stl = vedata->stl;
if (stl->g_data->valid_double_buffer) {
GPU_framebuffer_bind(fbl->ssr_accum_fb);
DRW_draw_pass(psl->ssr_resolve);
}
}
void EEVEE_screen_raytrace_free(void)
{
for (int i = 0; i < SSR_MAX_SHADER; i++) {
DRW_SHADER_FREE_SAFE(e_data.ssr_sh[i]);
}
}